Been nearly a year since an update.... This is slow and coming, since this is a side project, but I promised I'd finish this game. The "temperature" system has been added. A short description is below on what the temperature system is:
All monsters have a "base" temperature that they optimally perform at. For example, the current only playable character's base temperature is 94° F. There will be a status indicator, similar to a health bar, that will show you what your current temperature is (just like a health bar, not a numerical display). Certain attacks will have cold/hot affinities to them. If you are struck by skills or abilities that affect your temperature, your character's performance will also be affected. Healer's will also be able to help you get your temperature back to a stable position. Below are some mechanics to temperature:
Temperature increase/decrease is parabolic. Although it is easy to increase or decrease temperature slightly at first, it becomes increasingly harder. For example, a skill that has Heat +3 affinity on it will cause a target whose current temperature is 94, and base temperature is also 94, to increase by 3%, making it 96.8°. Now, if the target is hit by the same attack with Heat affinity +3, the temperature will rise by roughly only 2.4 degrees this time.
Targets above their temperature (heated) take increased damage from cold attacks - up to a maximum of 200% bonus damage. Cold attacks will lower the temperature of the target.
Targets below their temperature (frosted) take increased damage from heated attacks - up to a maximum of 200% bonus damage. Heated attacks will increase the temperature of the target.
Frosted targets attack slower and move slower based on how much lower they are from their base temperature.
Heated targets take damage over time based on how much higher they are from their base temperature.
The added gameplay here should be pretty obvious, but it is basically to allow increased diversity in talent choices. In solo play, a player can specialize in cold attacks and have a large bursty-fire skill that will be used after the target has been frosted high enough to receive some insane bonus fire damage. In team play, a tank can go a frost build to take reduced damage over time, but have some DPS with fire skills to net in some increased DPS. In order to attain balance in the system, heated/frosted attacks counter each other purposefully.
I hope to have the graphic for the temperature indicator done soon and demonstrate how this works to everyone. Please let me know what everyone's thoughts are on this mechanic - if anyone is still following.